You cannot do this directly from UIImage, but you can display the image in a raster context with the memory buffer that you supply, and then check the memory directly. It sounds harder than it really is, but it can be harder than you wanted to hear.
If you have an Erica Sadun iPhone Cookbook for developers, you can clearly see it from page 54. I would recommend the book as a whole, so itβs worth it to get it if you donβt have one.
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long startByte = ((int)point.y * (int)size.width) + (int)point.x) * 4;
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